A medieval knight traded his horse for a skateboard. Chain kickflips into sword strikes. Grind through skeleton hordes. Fight a dragon at the summit. All without stepping off your board.
Rad Knight is a 2D action-platformer where skateboarding is combat. You are a knight. You have a sword. You also have a skateboard. The kingdom didn't ask for this. The kingdom is getting it anyway.
Every trick fuels your combat power. Kickflip into a downward slash. Grind a rail through a skeleton horde. Build velocity off halfpipes and launch into aerial combos that would make both Tony Hawk and King Arthur uncomfortable. The line between trick and attack doesn't exist.
Momentum-driven physics mean you're never just fighting or skating. You're doing both, simultaneously, and the game scores you on how well you blur the line.
Chain skateboard tricks directly into sword attacks. Kickflip into a downward slash. Grind through a skeleton horde. Your board is your weapon.
Speed is everything. Build velocity off ramps, grinds, and slopes to hit harder, jump higher, and move faster. Lose your momentum and you lose your edge.
Every enemy, every trick, every combo feeds your score multiplier. Play to survive or play to style — the leaderboard remembers both.
Forest canopies, stone corridors, and wind-swept mountain peaks rendered in full 3D with real-time global illumination. Depth without losing precision.
Handcrafted environments built in UE5 with Lumen global illumination. Fallen logs become grind rails. Chandelier chains carry you across castle halls. The dragon waits at the summit.
Each enemy demands a different trick-combat approach. Stand still, and you die. Keep moving, and you style on them.
Patrols and attack combos. Classic medieval fodder. Grind-through tactics turn them into score.
Bouncy ground enemy. Use them as launch pads or slice through them mid-trick for extended air combos.
Flying nuisance with ranged projectiles and dive attacks. Keep your aerial game sharp and your air tricks clean.
Castle ceilings belong to them. Grind-launch into the swarm and sword-sweep through five at a time.
Stationary tracker. Locks on and fires lasers when you enter range. Grind past fast — or don't.
Fire-breathing, dive-bombing, arena-sweeping. The summit's sovereign. Classified.
A dragon doesn't care about your kickflip. Make it care.
The final boss fights on a treadmill-style arena — random ramps, rails, and debris keep you moving. Grind its tail as it sweeps across the stage. Kickflip over its fire breath. Launch off a ramp and hit it mid-air with a sword you swear wasn't this heavy an hour ago.
2D gameplay running inside fully 3D environments with real-time global illumination. Visually distinct from the pixel-art indie crowd.
Lumen GI · Nanite
3D modeling · Bakes
PBR materials
2D character anim
Battle-tested build
Showcased at Comicon









The indie action-platformer market is enormous. The skateboarding-action niche has almost no serious competitors. Rad Knight sits in the crossfire.
A multidisciplinary team of students guided by faculty advisors. Fourteen development iterations. One playable demo. One very stubborn vision.
Movement, combat, AI, tools. Core mechanics and system architecture. All code, story, and documentation. The reason this exists.
Level design, 3D modeling and texturing. Backgrounds, foregrounds, VFX, materials, post-processing. The reason it looks like this.
Renyi, Alice, Aaron, Joui, Ben, Aedammair, Dylan, Jessica. Character design, enemy animation, frame-by-frame everything.
Guidance, playtesting, and the occasional reality check. Keeping the scope honest and the team on rails.
Join the Crusade
Be the first to grind into the Steam launch. Wishlist now, spread the word, and help us prove that medieval knights should have been skateboarding this whole time.
No spam. Just swords and kickflips — one email when the Steam page goes live.
// A raven has been dispatched.